this.items &= ~IT_KEY1;
if(this.ballcarried)
{
- if(this.ballcarried.teamtime && (this.ballcarried.teamtime < time))
+ if(this.ballcarried.lifetime && (this.ballcarried.lifetime < time))
{
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
entity e = this.ballcarried;
setorigin(ball, plyr.origin + plyr.view_ofs);
if(ball.team != plyr.team)
- ball.teamtime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
+ ball.lifetime = time + autocvar_g_nexball_basketball_delay_hold_forteam;
ball.owner = ball.pusher = plyr; //"owner" is set to the player carrying, "pusher" to the last player who touched it
ball.weaponentity_fld = weaponentity;
ball.nb_droptime = time;
settouch(ball, basketball_touch);
setthink(ball, ResetBall);
- ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.teamtime);
+ ball.nextthink = min(time + autocvar_g_nexball_delay_idle, ball.lifetime);
if(STAT(NB_METERSTART, ball.owner))
{
this.cnt = 0;
setthink(this, ResetBall);
this.nextthink = time + autocvar_g_nexball_delay_idle + 3;
- this.teamtime = 0;
+ this.lifetime = 0;
this.pusher = NULL;
this.team = false;
_sound(this, CH_TRIGGER, this.noise1, VOL_BASE, ATTEN_NORM);
{
if(this.cnt < 2) // step 1
{
- if(time == this.teamtime)
+ if(time == this.lifetime)
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_NEXBALL_RETURN_HELD));
settouch(this, func_null);
{
_sound(this, CH_TRIGGER, this.noise, VOL_BASE, ATTEN_NORM);
if(this.velocity && !this.cnt)
- this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.teamtime);
+ this.nextthink = min(time + autocvar_g_nexball_delay_idle, this.lifetime);
}
}